Play game
The Obelisk's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay / Fun | #38 | 1.816 | 2.077 |
| Is it spooky and/or does it follow the theme? | #39 | 1.883 | 2.154 |
| Audio / Music | #39 | 1.749 | 2.000 |
| Overall | #40 | 1.803 | 2.062 |
| How much do you like the game overall? | #41 | 1.749 | 2.000 |
| Graphics / Visuals | #42 | 1.816 | 2.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Please list ANY pre-made or AI-generated assets that you used (it's the rules!)
I used Claude for the code and art
Leave a comment
Log in with itch.io to leave a comment.


Comments
Wow, there’s so much going on in there! For a 48-hour game jam, it’s a bit overwhelming—at least for me. I tried to play it all the way through, but I didn’t quite make it! :D
I’d definitely work on the readability; once you grasp the mechanics, it starts to feel like a logic puzzle. It’s great that you can just command the horde to attack, but I don’t think it would be possible to beat the game—at least at the start of the levels—without controlling each individual creature.
Even though AI tools can technically speed up development during short jams, I’d suggest focusing on just one or two levels and polishing them to perfection, rather than trying to showcase the entire game. During development, it’s crucial to ask yourself: will the player actually understand the mechanics? Is the UI overwhelming? Does the visual style remain consistent? Have I established a clear color palette? I’m not saying these things are missing here, but I’m a bit concerned that we’re entering an era where evaluating game jam entries might take days instead of just a few hours! :D Regardless, the level design is really well done. Once I felt like I’d cleared the hardest parts, unleashing the horde to finish off the humans on its own was incredibly satisfying—it really made me feel like I *was* the obelisk itself! :)
Thank you so much for the kind words and thorough feedback. Yeah some parts of the game are rather jank. The game was originally conceived as a dead space fangame where you just command things as the marker but then I found that gameplay to be fairly tedious and slow (also the way the infector didn't mesh well with the eventual swam vibe).
So I then came up with the "anoint a group to be a hero group" mechanic.
You're very right about it being too long though. I did tweezer the first 4 levels repeatedly to be good tutorials and once I adopted the theme of Dante's Inferno I felt obligated to create the rest of the rings of hell. I think if I could go back and do it again I'd just have 2 types of zombies and just have the game be a 3 level affair with the 2nd and 3rd level being procedurally generated.
It feels a bit convoluted. I think there might be too many systems going on in this game. There is a very cool space horror vibe to it though. Nice work!
I like old school rpgs like this, reminds me a little of a sci-fi Avernum. The first level was straight-forward, but level two was a bit confusing. Nice game.